/**
 * This code is part of MaNGOS. Contributor & Copyright details are in AUTHORS/THANKS.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "Common.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Item.h"
#include "UpdateData.h"
#include "Chat.h"

void WorldSession::HandleSplitItemOpcode(WorldPacket& recv_data)
{
    // DEBUG_LOG("WORLD: CMSG_SPLIT_ITEM");
    uint8 srcbag, srcslot, dstbag, dstslot;
    uint32 count;

    recv_data >> srcbag >> srcslot >> dstbag >> dstslot >> count;
    // DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u, count = %u", srcbag, srcslot, dstbag, dstslot, count);

    uint16 src = ((srcbag << 8) | srcslot);
    uint16 dst = ((dstbag << 8) | dstslot);

    if (src == dst)
        return;

    if (count == 0)
        return;                                             // check count - if zero it's fake packet

    if (!_player->IsValidPos(srcbag, srcslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (!_player->IsValidPos(dstbag, dstslot, false))       // can be autostore pos
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    _player->SplitItem(src, dst, count);
}

void WorldSession::HandleSwapInvItemOpcode(WorldPacket& recv_data)
{
    // DEBUG_LOG("WORLD: CMSG_SWAP_INV_ITEM");
    uint8 srcslot, dstslot;

    recv_data >> dstslot >> srcslot;
    // DEBUG_LOG("STORAGE: receive srcslot = %u, dstslot = %u", srcslot, dstslot);

    // prevent attempt swap same item to current position generated by client at special cheating sequence
    if (srcslot == dstslot)
        return;

    if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, srcslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, dstslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    uint16 src = ((INVENTORY_SLOT_BAG_0 << 8) | srcslot);
    uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | dstslot);

    _player->SwapItem(src, dst);
}

void WorldSession::HandleAutoEquipItemSlotOpcode(WorldPacket& recv_data)
{
    ObjectGuid itemGuid;
    uint8 dstslot;
    recv_data >> itemGuid >> dstslot;

    // cheating attempt, client should never send opcode in that case
    if (!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0, dstslot))
        return;

    Item* item = _player->GetItemByGuid(itemGuid);
    uint16 dstpos = dstslot | (INVENTORY_SLOT_BAG_0 << 8);

    if (!item || item->GetPos() == dstpos)
        return;

    _player->SwapItem(item->GetPos(), dstpos);
}

void WorldSession::HandleSwapItem(WorldPacket& recv_data)
{
    // DEBUG_LOG("WORLD: CMSG_SWAP_ITEM");
    uint8 dstbag, dstslot, srcbag, srcslot;

    recv_data >> dstbag >> dstslot >> srcbag >> srcslot ;
    // DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u", srcbag, srcslot, dstbag, dstslot);

    uint16 src = ((srcbag << 8) | srcslot);
    uint16 dst = ((dstbag << 8) | dstslot);

    // prevent attempt swap same item to current position generated by client at special cheating sequence
    if (src == dst)
        return;

    if (!_player->IsValidPos(srcbag, srcslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (!_player->IsValidPos(dstbag, dstslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    _player->SwapItem(src, dst);
}

void WorldSession::HandleAutoEquipItemOpcode(WorldPacket& recv_data)
{
    // DEBUG_LOG("WORLD: CMSG_AUTOEQUIP_ITEM");
    uint8 srcbag, srcslot;

    recv_data >> srcbag >> srcslot;
    // DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);

    Item* pSrcItem  = _player->GetItemByPos(srcbag, srcslot);
    if (!pSrcItem)
        return;                                             // only at cheat

    uint16 dest;
    InventoryResult msg = _player->CanEquipItem(NULL_SLOT, dest, pSrcItem, !pSrcItem->IsBag());
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pSrcItem, NULL);
        return;
    }

    uint16 src = pSrcItem->GetPos();
    if (dest == src)                                        // prevent equip in same slot, only at cheat
        return;

    Item* pDstItem = _player->GetItemByPos(dest);
    if (!pDstItem)                                          // empty slot, simple case
    {
        _player->RemoveItem(srcbag, srcslot, true);
        _player->EquipItem(dest, pSrcItem, true);
        _player->AutoUnequipOffhandIfNeed();
    }
    else                                                    // have currently equipped item, not simple case
    {
        uint8 dstbag = pDstItem->GetBagSlot();
        uint8 dstslot = pDstItem->GetSlot();

        msg = _player->CanUnequipItem(dest, !pSrcItem->IsBag());
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pDstItem, NULL);
            return;
        }

        // check dest->src move possibility
        ItemPosCountVec sSrc;
        uint16 eSrc = 0;
        if (_player->IsInventoryPos(src))
        {
            msg = _player->CanStoreItem(srcbag, srcslot, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanStoreItem(srcbag, NULL_SLOT, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, sSrc, pDstItem, true);
        }
        else if (_player->IsBankPos(src))
        {
            msg = _player->CanBankItem(srcbag, srcslot, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanBankItem(srcbag, NULL_SLOT, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, sSrc, pDstItem, true);
        }
        else if (_player->IsEquipmentPos(src))
        {
            msg = _player->CanEquipItem(srcslot, eSrc, pDstItem, true);
            if (msg == EQUIP_ERR_OK)
                msg = _player->CanUnequipItem(eSrc, true);
        }

        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pDstItem, pSrcItem);
            return;
        }

        // now do moves, remove...
        _player->RemoveItem(dstbag, dstslot, false);
        _player->RemoveItem(srcbag, srcslot, false);

        // add to dest
        _player->EquipItem(dest, pSrcItem, true);

        // add to src
        if (_player->IsInventoryPos(src))
            _player->StoreItem(sSrc, pDstItem, true);
        else if (_player->IsBankPos(src))
            _player->BankItem(sSrc, pDstItem, true);
        else if (_player->IsEquipmentPos(src))
            _player->EquipItem(eSrc, pDstItem, true);

        _player->AutoUnequipOffhandIfNeed();
    }
}

void WorldSession::HandleDestroyItemOpcode(WorldPacket& recv_data)
{
    // DEBUG_LOG("WORLD: CMSG_DESTROYITEM");
    uint32 count;
	int8 bag, slot;

    recv_data >> count;
	recv_data >> bag >> slot;
    // DEBUG_LOG("STORAGE: receive bag = %u, slot = %u, count = %u", bag, slot, count);

    uint16 pos = (bag << 8) | slot;

    // prevent drop unequipable items (in combat, for example) and non-empty bags
    if (_player->IsEquipmentPos(pos) || _player->IsBagPos(pos))
    {
        InventoryResult msg = _player->CanUnequipItem(pos, false);
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, _player->GetItemByPos(pos), NULL);
            return;
        }
    }

    Item* pItem  = _player->GetItemByPos(bag, slot);
    if (!pItem)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    // checked at client side and not have server side appropriate error output
    if (pItem->GetProto()->Flags & ITEM_FLAG_INDESTRUCTIBLE)
    {
        _player->SendEquipError(EQUIP_ERR_CANT_DROP_SOULBOUND, NULL, NULL);
        return;
    }

    if (count)
    {
        uint32 i_count = count;
        _player->DestroyItemCount(pItem, i_count, true);
    }
    else
        _player->DestroyItem(bag, slot, true);
}

void WorldSession::HandleReadItemOpcode(WorldPacket& recv_data)
{
    // DEBUG_LOG("WORLD: Received opcode CMSG_READ_ITEM");

    uint8 bag, slot;
    recv_data >> bag >> slot;

    // sLog.outDetail("STORAGE: Read bag = %u, slot = %u", bag, slot);
    Item* pItem = _player->GetItemByPos(bag, slot);

    if (pItem && pItem->GetProto()->PageText)
    {
        WorldPacket data;

        InventoryResult msg = _player->CanUseItem(pItem);
        if (msg == EQUIP_ERR_OK)
        {
            data.Initialize(SMSG_READ_ITEM_OK, 8);
            DETAIL_LOG("STORAGE: Item page sent");
        }
        else
        {
            data.Initialize(SMSG_READ_ITEM_FAILED, 8);
            DETAIL_LOG("STORAGE: Unable to read item");
            _player->SendEquipError(msg, pItem, NULL);
        }
        data << pItem->GetObjectGuid();
        SendPacket(&data);
    }
    else
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
}

void WorldSession::HandlePageQuerySkippedOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_PAGE_TEXT_QUERY");

    uint32 itemid;
    ObjectGuid guid;

    recv_data >> itemid >> guid;

    DETAIL_LOG("Packet Info: itemid: %u guid: %s", itemid, guid.GetString().c_str());
}

void WorldSession::HandleSellItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_SELL_ITEM");

    ObjectGuid vendorGuid;
    ObjectGuid itemGuid;
    uint32 count;

    recv_data >> vendorGuid;
    recv_data >> itemGuid;
    recv_data >> count;

    if (!itemGuid)
        return;

    Creature* pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        DEBUG_LOG("WORLD: HandleSellItemOpcode - %s not found or you can't interact with him.", vendorGuid.GetString().c_str());
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, itemGuid, 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    Item* pItem = _player->GetItemByGuid(itemGuid);
    if (pItem)
    {
        // prevent sell not owner item
        if (_player->GetObjectGuid() != pItem->GetOwnerGuid())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return;
        }

        // prevent sell non empty bag by drag-and-drop at vendor's item list
        if (pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return;
        }

        // prevent sell currently looted item
        if (_player->GetLootGuid() == pItem->GetObjectGuid())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return;
        }

        // special case at auto sell (sell all)
        if (count == 0)
        {
            count = pItem->GetCount();
        }
        else
        {
            // prevent sell more items that exist in stack (possible only not from client)
            if (count > pItem->GetCount())
            {
                _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
                return;
            }
        }

        ItemPrototype const* pProto = pItem->GetProto();
        if (pProto)
        {
            if (pProto->SellPrice > 0)
            {
                if (count < pItem->GetCount())              // need split items
                {
                    Item* pNewItem = pItem->CloneItem(count, _player);
                    if (!pNewItem)
                    {
                        sLog.outError("WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count);
                        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
                        return;
                    }

                    pItem->SetCount(pItem->GetCount() - count);
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), count);
                    if (_player->IsInWorld())
                        pItem->SendCreateUpdateToPlayer(_player);
                    pItem->SetState(ITEM_CHANGED, _player);

                    _player->AddItemToBuyBackSlot(pNewItem);
                    if (_player->IsInWorld())
                        pNewItem->SendCreateUpdateToPlayer(_player);
                }
                else
                {
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
                    _player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    pItem->RemoveFromUpdateQueueOf(_player);
                    _player->AddItemToBuyBackSlot(pItem);
                }

                uint64 money = pProto->SellPrice * count;

                _player->ModifyMoney(money);
                _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money);
            }
            else
                _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemGuid, 0);
            return;
        }
    }
    _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, pCreature, itemGuid, 0);
    return;
}

void WorldSession::HandleBuybackItem(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: Received opcode CMSG_BUYBACK_ITEM");
    ObjectGuid vendorGuid;
    uint32 slot;

    recv_data >> vendorGuid >> slot;

    Creature* pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        DEBUG_LOG("WORLD: HandleBuybackItem - %s not found or you can't interact with him.", vendorGuid.GetString().c_str());
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, ObjectGuid(), 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    Item* pItem = _player->GetItemFromBuyBackSlot(slot);
    if (pItem)
    {
        uint64 price = _player->GetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + slot - BUYBACK_SLOT_START);
        if (_player->GetMoney() < price)
        {
            _player->SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, pItem->GetEntry(), 0);
            return;
        }

        ItemPosCountVec dest;
        InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg == EQUIP_ERR_OK)
        {
            _player->ModifyMoney(-(int64)price);
            _player->RemoveItemFromBuyBackSlot(slot, false);
            _player->ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
            _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
            _player->StoreItem(dest, pItem, true);
        }
        else
            _player->SendEquipError(msg, pItem, NULL);
        return;
    }
    else
        _player->SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, 0, 0);
}

void WorldSession::HandleBuyItemOpcode(WorldPacket& recv_data)
{
    ObjectGuid vendorGuid, bagGuid;
    uint32 item, slot, count;
    uint8 type, bagSlot;

    recv_data >> vendorGuid >> type >> item >> slot >> count >> bagGuid >> bagSlot;
    DEBUG_LOG("WORLD: Received opcode CMSG_BUY_ITEM, vendorguid: %s, type: %u, item: %u, slot: %u, count: %u, bagGuid: %s, bagSlog: %u",
        vendorGuid.GetString().c_str(), type, item, slot, count, bagGuid.GetString().c_str(), bagSlot);

    // client side expected counting from 1, and we send to client vendorslot+1 already
    if (slot > 0)
        --slot;
    else
        return;                                             // cheating

    switch (type)
    {
        case VENDOR_ITEM_TYPE_NONE:
            break;
        case VENDOR_ITEM_TYPE_ITEM:
        {
            uint8 bag = NULL_BAG;                           // init for case invalid bagGUID

            // find bag slot by bag guid
            if (bagGuid == _player->GetObjectGuid())
                bag = INVENTORY_SLOT_BAG_0;
            else
            {
                for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
                {
                    if (Bag* pBag = (Bag*)_player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                    {
                        if (bagGuid == pBag->GetObjectGuid())
                        {
                            bag = i;
                            break;
                        }
                    }
                }
            }

            GetPlayer()->BuyItemFromVendorSlot(vendorGuid, slot, item, count, bag, bagSlot);
            break;
        }
        case VENDOR_ITEM_TYPE_CURRENCY:
        {
            GetPlayer()->BuyCurrencyFromVendorSlot(vendorGuid, slot, item, count);
            break;
        }
    }
}

void WorldSession::HandleListInventoryOpcode(WorldPacket& recvData)
{
    ObjectGuid guid;

    
    guid[1] = recvData.ReadBit(); 
    guid[3] = recvData.ReadBit(); 
    guid[7] = recvData.ReadBit(); 
    guid[6] = recvData.ReadBit(); 
    guid[5] = recvData.ReadBit(); 
    guid[2] = recvData.ReadBit(); 
    guid[0] = recvData.ReadBit(); 
    guid[4] = recvData.ReadBit(); 

    recvData.ReadByteSeq(guid[5]); 
    recvData.ReadByteSeq(guid[6]); 
    recvData.ReadByteSeq(guid[4]); 
    recvData.ReadByteSeq(guid[1]); 
    recvData.ReadByteSeq(guid[7]); 
    recvData.ReadByteSeq(guid[3]); 
    recvData.ReadByteSeq(guid[2]); 
    recvData.ReadByteSeq(guid[0]); 

    if (!GetPlayer()->isAlive())
        return;

    DEBUG_LOG("WORLD: Received opcode CMSG_LIST_INVENTORY");

    SendListInventory(guid);
}

void WorldSession::SendListInventory(ObjectGuid vendorguid)
{
    DEBUG_LOG("WORLD: Sent SMSG_LIST_INVENTORY");

    Creature* pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);

    if (!pCreature)
    {
        DEBUG_LOG("WORLD: SendListInventory - %s not found or you can't interact with him.", vendorguid.GetString().c_str());
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, ObjectGuid(), 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    // Stop the npc if moving
    pCreature->StopMoving();

    VendorItemData const* vItems = pCreature->GetVendorItems();
    VendorItemData const* tItems = pCreature->GetVendorTemplateItems();

    uint8 customitems = vItems ? vItems->GetItemCount() : 0;
    uint8 numitems = customitems + (tItems ? tItems->GetItemCount() : 0);

    std::vector<bool> bitFlags;

    float discountMod = _player->GetReputationPriceDiscount(pCreature);

    uint8 count = 0;
    ByteBuffer buffer;
    for (uint8 vendorslot = 0; vendorslot < numitems; ++vendorslot)
    {
        VendorItem const* crItem = vendorslot < customitems ? vItems->GetItem(vendorslot) : tItems->GetItem(vendorslot - customitems);

        if (crItem)
        {
            uint32 price, displayId, buyCount, maxDurability;
            int32 maxCount;

            if (crItem->type == VENDOR_ITEM_TYPE_ITEM)
            {
                ItemPrototype const * pProto = ObjectMgr::GetItemPrototype(crItem->item);
                if (!pProto)
                    continue;

                if (!_player->isGameMaster())
                {
                    // class wrong item skip only for bindable case
                    if ((pProto->AllowableClass & _player->getClassMask()) == 0 && pProto->Bonding == BIND_WHEN_PICKED_UP)
                        continue;

                    // race wrong item skip always
                    if ((pProto->Flags2 & ITEM_FLAG2_HORDE_ONLY) && _player->GetTeam() != HORDE)
                        continue;

                    if ((pProto->Flags2 & ITEM_FLAG2_ALLIANCE_ONLY) && _player->GetTeam() != ALLIANCE)
                        continue;

                    if ((pProto->AllowableRace & _player->getRaceMask()) == 0)
                        continue;

                    if (crItem->conditionId && !sObjectMgr.IsPlayerMeetToCondition(crItem->conditionId, _player, pCreature->GetMap(), pCreature, CONDITION_FROM_VENDOR))
                        continue;
                }

                // possible item coverting for BoA case
                if (pProto->Flags & ITEM_FLAG_BOA)
                {
                    // convert if can use and then buy
                    if (pProto->RequiredReputationFaction && uint32(_player->GetReputationRank(pProto->RequiredReputationFaction)) >= pProto->RequiredReputationRank)
                    {
                        // checked at convert data loading as existed
                        if (uint32 newItemId = sObjectMgr.GetItemConvert(crItem->item, _player->getRaceMask()))
                            pProto = ObjectMgr::GetItemPrototype(newItemId);
                    }
                }

                ++count;
                if (count >= MAX_VENDOR_ITEMS)
                    break;

                // reputation discount
                maxDurability = pProto->MaxDurability;
                price = (crItem->ExtendedCost == 0 || pProto->Flags2 & ITEM_FLAG2_EXT_COST_REQUIRES_GOLD) ? uint32(floor(pProto->BuyPrice * discountMod)) : 0;
                displayId = pProto->DisplayInfoID;
                maxCount = crItem->maxcount <= 0 ? -1 : int32(pCreature->GetVendorItemCurrentCount(crItem));
                buyCount = pProto->BuyCount;

            }
            else if (crItem->type == VENDOR_ITEM_TYPE_CURRENCY)
            {
                CurrencyTypesEntry const * pCurrency = sCurrencyTypesStore.LookupEntry(crItem->item);
                if (!pCurrency)
                    continue;

                if (pCurrency->Category == CURRENCY_CATEGORY_META)
                    continue;

                ++count;
                if (count >= MAX_VENDOR_ITEMS)
                    break;

                maxDurability = 0;
                price = 0;
                displayId = 0;
                maxCount = -1;
                buyCount = crItem->maxcount;
            }
            else
                continue;

            bitFlags.push_back(crItem->ExtendedCost == 0);
            bitFlags.push_back(true);                       // unk

            buffer << uint32(vendorslot + 1);               // client size expected counting from 1
            buffer << uint32(maxDurability);

            if (crItem->ExtendedCost)
                buffer << uint32(crItem->ExtendedCost);

            buffer << uint32(crItem->item);
            buffer << uint32(crItem->type);
            buffer << uint32(price);
            buffer << uint32(displayId);
            buffer << int32(maxCount);
            buffer << uint32(buyCount);
        }
    }

    WorldPacket data(SMSG_LIST_INVENTORY, (8 + 3 + 1 + 1 + numitems * 8 * 4));

    data.WriteGuidMask<1, 0>(vendorguid);
    data.WriteBits(count, 21);
    data.WriteGuidMask<3, 6, 5, 2, 7>(vendorguid);

    for (uint32 i = 0; i < bitFlags.size(); ++i)
        data.WriteBit(bitFlags[i]);

    data.WriteGuidMask<4>(vendorguid);
    data.FlushBits();
    data.append(buffer);

    data.WriteGuidBytes<5, 4, 1, 0, 6>(vendorguid);
    data << uint8(count == 0);
    data.WriteGuidBytes<2, 3, 7>(vendorguid);

    SendPacket(&data);
}

void WorldSession::HandleAutoStoreBagItemOpcode(WorldPacket& recv_data)
{
    // DEBUG_LOG("WORLD: CMSG_AUTOSTORE_BAG_ITEM");
    uint8 srcbag, srcslot, dstbag;

    recv_data >> srcbag >> srcslot >> dstbag;
    // DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u", srcbag, srcslot, dstbag);

    Item* pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
        return;

    if (!_player->IsValidPos(dstbag, NULL_SLOT, false))     // can be autostore pos
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    uint16 src = pItem->GetPos();

    // check unequip potability for equipped items and bank bags
    if (_player->IsEquipmentPos(src) || _player->IsBagPos(src))
    {
        InventoryResult msg = _player->CanUnequipItem(src, !_player->IsBagPos(src));
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }
    }

    ItemPosCountVec dest;
    InventoryResult msg = _player->CanStoreItem(dstbag, NULL_SLOT, dest, pItem, false);
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pItem, NULL);
        return;
    }

    // no-op: placed in same slot
    if (dest.size() == 1 && dest[0].pos == src)
    {
        // just remove gray item state
        _player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
        return;
    }

    _player->RemoveItem(srcbag, srcslot, true);
    _player->StoreItem(dest, pItem, true);
}

bool WorldSession::CheckBanker(ObjectGuid guid)
{
    // GM case
    if (guid == GetPlayer()->GetObjectGuid())
    {
        // command case will return only if player have real access to command
        if (!ChatHandler(GetPlayer()).FindCommand("bank"))
        {
            DEBUG_LOG("%s attempt open bank in cheating way.", guid.GetString().c_str());
            return false;
        }
    }
    // banker case
    else
    {
        if (!GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_BANKER))
        {
            DEBUG_LOG("Banker %s not found or you can't interact with him.", guid.GetString().c_str());
            return false;
        }
    }

    return true;
}

void WorldSession::HandleBuyBankSlotOpcode(WorldPacket& recvPacket)
{
    DEBUG_LOG("WORLD: CMSG_BUY_BANK_SLOT");

    ObjectGuid guid;
    recvPacket >> guid;

    if (!CheckBanker(guid))
        return;

    uint32 slot = _player->GetBankBagSlotCount();

    // next slot
    ++slot;

    DETAIL_LOG("PLAYER: Buy bank bag slot, slot number = %u", slot);

    BankBagSlotPricesEntry const* slotEntry = sBankBagSlotPricesStore.LookupEntry(slot);

    if (!slotEntry)
        return;

    uint64 price = slotEntry->price;

    if (_player->GetMoney() < price)
        return;

    _player->SetBankBagSlotCount(slot);
    _player->ModifyMoney(-int64(price));

    _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT);
}

void WorldSession::HandleAutoBankItemOpcode(WorldPacket& recvPacket)
{
    DEBUG_LOG("WORLD: CMSG_AUTOBANK_ITEM");
    uint8 srcbag, srcslot;

    recvPacket >> srcbag >> srcslot;
    DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);

    Item* pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
        return;

    ItemPosCountVec dest;
    InventoryResult msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pItem, NULL);
        return;
    }

    // no-op: placed in same slot
    if (dest.size() == 1 && dest[0].pos == pItem->GetPos())
    {
        // just remove gray item state
        _player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
        return;
    }

    _player->RemoveItem(srcbag, srcslot, true);
    _player->BankItem(dest, pItem, true);
}

void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket)
{
    DEBUG_LOG("WORLD: CMSG_AUTOSTORE_BANK_ITEM");
    uint8 srcbag, srcslot;

    recvPacket >> srcbag >> srcslot;
    DEBUG_LOG("STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);

    Item* pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
        return;

    if (_player->IsBankPos(srcbag, srcslot))                // moving from bank to inventory
    {
        ItemPosCountVec dest;
        InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }

        _player->RemoveItem(srcbag, srcslot, true);
        _player->StoreItem(dest, pItem, true);
    }
    else                                                    // moving from inventory to bank
    {
        ItemPosCountVec dest;
        InventoryResult msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }

        _player->RemoveItem(srcbag, srcslot, true);
        _player->BankItem(dest, pItem, true);
    }
}

void WorldSession::HandleSetAmmoOpcode(WorldPacket& recv_data)
{
    if (!GetPlayer()->isAlive())
    {
        GetPlayer()->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, NULL, NULL);
        return;
    }

    DEBUG_LOG("WORLD: CMSG_SET_AMMO");
    uint32 item;

    recv_data >> item;

    if (!item)
        GetPlayer()->RemoveAmmo();
    else
        GetPlayer()->SetAmmo(item);
}

void WorldSession::SendEnchantmentLog(ObjectGuid targetGuid, ObjectGuid casterGuid, uint32 itemId, uint32 spellId)
{
    WorldPacket data(SMSG_ENCHANTMENTLOG, (8 + 8 + 4 + 4 + 1)); // last check 2.0.10
    data << targetGuid.WriteAsPacked();
    data << casterGuid.WriteAsPacked();
    data << uint32(itemId);
    data << uint32(spellId);
    SendPacket(&data);
}

void WorldSession::SendItemEnchantTimeUpdate(ObjectGuid playerGuid, ObjectGuid itemGuid, uint32 slot, uint32 duration)
{
    // last check 2.0.10
    WorldPacket data(SMSG_ITEM_ENCHANT_TIME_UPDATE, (8 + 4 + 4 + 8));
    data << ObjectGuid(itemGuid);
    data << uint32(slot);
    data << uint32(duration);
    data << ObjectGuid(playerGuid);
    SendPacket(&data);
}

void WorldSession::HandleWrapItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("Received opcode CMSG_WRAP_ITEM");

    uint8 gift_bag, gift_slot, item_bag, item_slot;
    // recv_data.hexlike();

    recv_data >> gift_bag >> gift_slot;                     // paper
    recv_data >> item_bag >> item_slot;                     // item

    DEBUG_LOG("WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", gift_bag, gift_slot, item_bag, item_slot);

    Item* gift = _player->GetItemByPos(gift_bag, gift_slot);
    if (!gift)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    // cheating: non-wrapper wrapper (all empty wrappers are stackable)
    if (!(gift->GetProto()->Flags & ITEM_FLAG_WRAPPER) || gift->GetMaxStackCount() == 1)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    Item* item = _player->GetItemByPos(item_bag, item_slot);

    if (!item)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL);
        return;
    }

    if (item == gift)                                       // not possible with packet from real client
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsEquipped())
    {
        _player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->GetGuidValue(ITEM_FIELD_GIFTCREATOR))         // HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED);
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsBag())
    {
        _player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsSoulBound())
    {
        _player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->GetMaxStackCount() != 1)
    {
        _player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    // maybe not correct check  (it is better than nothing)
    if (item->GetProto()->MaxCount > 0)
    {
        _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("INSERT INTO character_gifts VALUES ('%u', '%u', '%u', '%u')", item->GetOwnerGuid().GetCounter(), item->GetGUIDLow(), item->GetEntry(), item->GetUInt32Value(ITEM_FIELD_FLAGS));
    item->SetEntry(gift->GetEntry());

    switch (item->GetEntry())
    {
        case 5042:  item->SetEntry(5043); break;
        case 5048:  item->SetEntry(5044); break;
        case 17303: item->SetEntry(17302); break;
        case 17304: item->SetEntry(17305); break;
        case 17307: item->SetEntry(17308); break;
        case 21830: item->SetEntry(21831); break;
    }
    item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, _player->GetObjectGuid());
    item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED);
    item->SetState(ITEM_CHANGED, _player);

    if (item->GetState() == ITEM_NEW)                       // save new item, to have alway for `character_gifts` record in `item_instance`
    {
        // after save it will be impossible to remove the item from the queue
        item->RemoveFromUpdateQueueOf(_player);
        item->SaveToDB();                                   // item gave inventory record unchanged and can be save standalone
    }
    CharacterDatabase.CommitTransaction();

    uint32 count = 1;
    _player->DestroyItemCount(gift, count, true);
}

void WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_SOCKET_GEMS");

    ObjectGuid itemGuid;
    ObjectGuid gemGuids[MAX_GEM_SOCKETS];

    recv_data >> itemGuid;
    if (!itemGuid.IsItem())
        return;

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
        recv_data >> gemGuids[i];

    // cheat -> tried to socket same gem multiple times
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        ObjectGuid gemGuid = gemGuids[i];
        if (!gemGuid)
            continue;

        if (!gemGuid.IsItem())
            return;

        for (int j = i + 1; j < MAX_GEM_SOCKETS; ++j)
            if (gemGuids[j] == gemGuid)
                return;
    }

    Item* itemTarget = _player->GetItemByGuid(itemGuid);
    if (!itemTarget)                                        // missing item to socket
        return;

    ItemPrototype const* itemProto = itemTarget->GetProto();
    if (!itemProto)
        return;

    // this slot is excepted when applying / removing meta gem bonus
    uint8 slot = itemTarget->IsEquipped() ? itemTarget->GetSlot() : uint8(NULL_SLOT);

    Item* Gems[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
        Gems[i] = gemGuids[i] ? _player->GetItemByGuid(gemGuids[i]) : NULL;

    GemPropertiesEntry const* GemProps[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)               // get geminfo from dbc storage
        GemProps[i] = (Gems[i]) ? sGemPropertiesStore.LookupEntry(Gems[i]->GetProto()->GemProperties) : NULL;

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)               // check for hack maybe
    {
        if (!GemProps[i])
            continue;

        // tried to put gem in socket where no socket exists (take care about prismatic sockets)
        if (!itemProto->Socket[i].Color)
        {
            // no prismatic socket
            if (!itemTarget->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT))
                return;

            // not first not-colored (not normally used) socket
            if (i != 0 && !itemProto->Socket[i - 1].Color && (i + 1 >= MAX_GEM_SOCKETS || itemProto->Socket[i + 1].Color))
                return;

            // ok, this is first not colored socket for item with prismatic socket
        }

        // tried to put normal gem in meta socket
        if (itemProto->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META)
            return;

        // tried to put meta gem in normal socket
        if (itemProto->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META)
            return;
    }

    uint32 GemEnchants[MAX_GEM_SOCKETS];
    uint32 OldEnchants[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)               // get new and old enchantments
    {
        GemEnchants[i] = (GemProps[i]) ? GemProps[i]->spellitemenchantement : 0;
        OldEnchants[i] = itemTarget->GetEnchantmentId(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i));
    }

    // check unique-equipped conditions
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (!Gems[i])
            continue;

        // continue check for case when attempt add 2 similar unique equipped gems in one item.
        ItemPrototype const* iGemProto = Gems[i]->GetProto();

        // unique item (for new and already placed bit removed enchantments
        if (iGemProto->Flags & ITEM_FLAG_UNIQUE_EQUIPPED)
        {
            for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
            {
                if (i == j)                                 // skip self
                    continue;

                if (Gems[j])
                {
                    if (iGemProto->ItemId == Gems[j]->GetEntry())
                    {
                        _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                        return;
                    }
                }
                else if (OldEnchants[j])
                {
                    if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                    {
                        if (iGemProto->ItemId == enchantEntry->GemID)
                        {
                            _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                            return;
                        }
                    }
                }
            }
        }

        // unique limit type item
        int32 limit_newcount = 0;
        if (iGemProto->ItemLimitCategory)
        {
            if (ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(iGemProto->ItemLimitCategory))
            {
                // NOTE: limitEntry->mode not checked because if item have have-limit then it applied and to equip case

                for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
                {
                    if (Gems[j])
                    {
                        // destroyed gem
                        if (OldEnchants[j])
                        {
                            if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                                if (ItemPrototype const* jProto = ObjectMgr::GetItemPrototype(enchantEntry->GemID))
                                    if (iGemProto->ItemLimitCategory == jProto->ItemLimitCategory)
                                        --limit_newcount;
                        }

                        // new gem
                        if (iGemProto->ItemLimitCategory == Gems[j]->GetProto()->ItemLimitCategory)
                            ++limit_newcount;
                    }
                    // existing gem
                    else if (OldEnchants[j])
                    {
                        if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                            if (ItemPrototype const* jProto = ObjectMgr::GetItemPrototype(enchantEntry->GemID))
                                if (iGemProto->ItemLimitCategory == jProto->ItemLimitCategory)
                                    ++limit_newcount;
                    }
                }

                if (limit_newcount > 0 && uint32(limit_newcount) > limitEntry->maxCount)
                {
                    _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                    return;
                }
            }
        }

        // for equipped item check all equipment for duplicate equipped gems
        if (itemTarget->IsEquipped())
        {
            if (InventoryResult res = _player->CanEquipUniqueItem(Gems[i], slot, limit_newcount >= 0 ? limit_newcount : 0))
            {
                _player->SendEquipError(res, itemTarget, NULL);
                return;
            }
        }
    }

    bool SocketBonusActivated = itemTarget->GemsFitSockets();    // save state of socketbonus
    _player->ToggleMetaGemsActive(slot, false);             // turn off all metagems (except for the target item)

    // if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met

    // remove ALL enchants
    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), false);

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (GemEnchants[i])
        {
            uint32 count = 1;
            itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i), GemEnchants[i], 0, 0);
            if (Item* guidItem = gemGuids[i] ? _player->GetItemByGuid(gemGuids[i]) : NULL)
                _player->DestroyItemCount(guidItem, count, true);
        }
    }

    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), true);

    bool SocketBonusToBeActivated = itemTarget->GemsFitSockets();// current socketbonus state
    if (SocketBonusActivated != SocketBonusToBeActivated)   // if there was a change...
    {
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, false);
        itemTarget->SetEnchantment(BONUS_ENCHANTMENT_SLOT, (SocketBonusToBeActivated ? itemTarget->GetProto()->socketBonus : 0), 0, 0);
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, true);
        // it is not displayed, client has an inbuilt system to determine if the bonus is activated
    }

    _player->ToggleMetaGemsActive(slot, true);              // turn on all metagems (except for target item)
}

void WorldSession::HandleCancelTempEnchantmentOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_CANCEL_TEMP_ENCHANTMENT");

    uint32 eslot;

    recv_data >> eslot;

    // apply only to equipped item
    if (!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0, eslot))
        return;

    Item* item = GetPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, eslot);

    if (!item)
        return;

    if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
        return;

    GetPlayer()->ApplyEnchantment(item, TEMP_ENCHANTMENT_SLOT, false);
    item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
}

void WorldSession::HandleItemRefundInfoRequest(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_ITEM_REFUND_INFO_REQUEST");

    ObjectGuid itemGuid;
    recv_data >> itemGuid;

    Item* item = _player->GetItemByGuid(itemGuid);

    if (!item)
    {
        DEBUG_LOG("Item refund: item not found!");
        return;
    }

    if (!(item->GetProto()->Flags & ITEM_FLAG_REFUNDABLE))
    {
        DEBUG_LOG("Item refund: item not refundable!");
        return;
    }

    // item refund system not implemented yet
}

/*
 * Handles the packet sent by the client when requesting information about item text.
 *
 * This function is called when player clicks on item which has some flag set
 */
void WorldSession::HandleItemTextQuery(WorldPacket& recv_data)
{
    ObjectGuid itemGuid;
    recv_data >> itemGuid;

    DEBUG_LOG("CMSG_ITEM_TEXT_QUERY item guid: %u", itemGuid.GetCounter());

    WorldPacket data(SMSG_ITEM_TEXT_QUERY_RESPONSE, (4 + 10)); // guess size

    if (Item* item = _player->GetItemByGuid(itemGuid))
    {
        data << uint8(0);                                   // has text
        data << ObjectGuid(itemGuid);                       // item guid
        data << item->GetText();
    }
    else
    {
        data << uint8(1);                                   // no text
    }
    SendPacket(&data);
}


void WorldSession::SendItemDb2Reply(uint32 entry)
{
    WorldPacket data(SMSG_DB_REPLY, 44);
    ItemPrototype const* proto = sObjectMgr.GetItemPrototype(entry);
    if (!proto)
    {
        data << uint32(-1);         // entry
        data << uint32(DB2_REPLY_ITEM);
        data << uint32(time(NULL)); // hotfix date
        data << uint32(0);          // size of next block
        SendPacket(&data);
        return;
    }

    data << uint32(entry);
    data << uint32(DB2_REPLY_ITEM);
    data << uint32(sObjectMgr.GetHotfixDate(entry, DB2_REPLY_ITEM));

    ByteBuffer buff;
    buff << uint32(entry);
    buff << uint32(proto->Class);
    buff << uint32(proto->SubClass);
    buff << int32(proto->Unk0);
    buff << uint32(proto->Material);
    buff << uint32(proto->DisplayInfoID);
    buff << uint32(proto->InventoryType);
    buff << uint32(proto->Sheath);

    data << uint32(buff.size());
    data.append(buff);

    SendPacket(&data);
}

void WorldSession::SendItemSparseDb2Reply(uint32 entry)
{
    WorldPacket data(SMSG_DB_REPLY, 526);
    ItemPrototype const* proto = sObjectMgr.GetItemPrototype(entry);
    if (!proto)
    {
        data << uint32(-1);         // entry
        data << uint32(DB2_REPLY_SPARSE);
        data << uint32(time(NULL)); // hotfix date
        data << uint32(0);          // size of next block
        SendPacket(&data);
        return;
    }

    data << uint32(entry);
    data << uint32(DB2_REPLY_SPARSE);
    data << uint32(sObjectMgr.GetHotfixDate(entry, DB2_REPLY_SPARSE));

    ByteBuffer buff;
    buff << uint32(entry);
    buff << uint32(proto->Quality);
    buff << uint32(proto->Flags);
    buff << uint32(proto->Flags2);
    buff << float(proto->Unknown);
    buff << float(proto->Unknown1);
    buff << uint32(proto->BuyCount);
    buff << int32(proto->BuyPrice);
    buff << uint32(proto->SellPrice);
    buff << uint32(proto->InventoryType);
    buff << int32(proto->AllowableClass);
    buff << int32(proto->AllowableRace);
    buff << uint32(proto->ItemLevel);
    buff << uint32(proto->RequiredLevel);
    buff << uint32(proto->RequiredSkill);
    buff << uint32(proto->RequiredSkillRank);
    buff << uint32(proto->RequiredSpell);
    buff << uint32(proto->RequiredHonorRank);
    buff << uint32(proto->RequiredCityRank);
    buff << uint32(proto->RequiredReputationFaction);
    buff << uint32(proto->RequiredReputationRank);
    buff << int32(proto->MaxCount);
    buff << int32(proto->Stackable);
    buff << uint32(proto->ContainerSlots);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x)
        buff << uint32(proto->ItemStat[x].ItemStatType);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x)
        buff << int32(proto->ItemStat[x].ItemStatValue);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x)
        buff << int32(proto->ItemStat[x].ItemStatType2);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x)
        buff << int32(proto->ItemStat[x].ItemStatValue2);

    buff << uint32(proto->ScalingStatDistribution);
    buff << uint32(proto->DamageType);
    buff << uint32(proto->Delay);
    buff << float(proto->RangedModRange);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
        buff << int32(proto->Spells[x].SpellId);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
        buff << uint32(proto->Spells[x].SpellTrigger);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
        buff << int32(proto->Spells[x].SpellCharges);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
        buff << int32(proto->Spells[x].SpellCooldown);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
        buff << uint32(proto->Spells[x].SpellCategory);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
        buff << int32(proto->Spells[x].SpellCategoryCooldown);

    buff << uint32(proto->Bonding);

    // item name
    std::string name = proto->Name1;
    buff << uint16(name.length());
    if (name.length())
        buff << name;

    for (uint32 i = 0; i < 3; ++i) // other 3 names
        buff << uint16(0);

    std::string desc = proto->Description;
    buff << uint16(desc.length());
    if (desc.length())
        buff << desc;

    buff << uint32(proto->PageText);
    buff << uint32(proto->LanguageID);
    buff << uint32(proto->PageMaterial);
    buff << uint32(proto->StartQuest);
    buff << uint32(proto->LockID);
    buff << int32(proto->Material);
    buff << uint32(proto->Sheath);
    buff << int32(proto->RandomProperty);
    buff << int32(proto->RandomSuffix);
    buff << uint32(proto->ItemSet);

    buff << uint32(proto->Area);
    buff << uint32(proto->Map);
    buff << uint32(proto->BagFamily);
    buff << uint32(proto->TotemCategory);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_SOCKETS; ++x)
        buff << uint32(proto->Socket[x].Color);

    for (uint32 x = 0; x < MAX_ITEM_PROTO_SOCKETS; ++x)
        buff << uint32(proto->Socket[x].Content);

    buff << uint32(proto->socketBonus);
    buff << uint32(proto->GemProperties);
    buff << float(proto->ArmorDamageModifier);
    buff << int32(proto->Duration);
    buff << uint32(proto->ItemLimitCategory);
    buff << uint32(proto->HolidayId);
    buff << float(proto->StatScalingFactor);
    buff << uint32(proto->Unknown400_1);
    buff << uint32(proto->Unknown400_2);

    data << uint32(buff.size());
    data.append(buff);

    SendPacket(&data);
}

void WorldSession::SendReforgeResult(bool success)
{
    WorldPacket data(SMSG_REFORGE_RESULT, 1);
    data.WriteBit(success);
    SendPacket(&data);
}

void WorldSession::HandleReforgeItemOpcode(WorldPacket& recvData)
{
    uint32 slot, reforgeEntry;
    ObjectGuid guid;
    uint32 bag;
    Player* player = GetPlayer();

    recvData >> reforgeEntry >> slot >> bag;
    recvData.ReadGuidMask<2, 6, 3, 4, 1, 0, 7, 5>(guid);
    recvData.ReadGuidBytes<2, 3, 6, 4, 1, 0, 7, 5>(guid);

    if (!player->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_REFORGER))
    {
        sLog.outDebug("WORLD: HandleReforgeItemOpcode - Unit (GUID: %s) not found or player can't interact with it.", guid.GetString().c_str());
        SendReforgeResult(false);
        return;
    }

    Item* item = player->GetItemByPos(bag, slot);
    if (!item)
    {
        sLog.outDebug("WORLD: HandleReforgeItemOpcode - Player (Guid: %s) tried to reforge an invalid/non-existant item.", player->GetGuidStr().c_str());
        SendReforgeResult(false);
        return;
    }

    if (!reforgeEntry)
    {
        // Reset the item
        if (item->IsEquipped())
            player->ApplyReforgeEnchantment(item, false);

        item->ClearEnchantment(REFORGE_ENCHANTMENT_SLOT);
        SendReforgeResult(true);
        return;
    }

    ItemReforgeEntry const* stats = sItemReforgeStore.LookupEntry(reforgeEntry);
    if (!stats)
    {
        sLog.outDebug("WORLD: HandleReforgeItemOpcode - Player (Guid: %s) tried to reforge an item with invalid reforge entry (%u).", player->GetGuidStr().c_str(), reforgeEntry);
        SendReforgeResult(false);
        return;
    }

    if (!item->GetReforgableStat(ItemModType(stats->SourceStat)) || item->GetReforgableStat(ItemModType(stats->FinalStat))) // Cheating, you cant reforge to a stat that the item already has, nor reforge from a stat that the item does not have
    {
        SendReforgeResult(false);
        return;
    }

    if (player->GetMoney() < uint64(item->GetSpecialPrice()))   // cheating
    {
        SendReforgeResult(false);
        return;
    }

    player->ModifyMoney(-int64(item->GetSpecialPrice()));
    item->SetEnchantment(REFORGE_ENCHANTMENT_SLOT, reforgeEntry, 0, 0);
    SendReforgeResult(true);

    if (item->IsEquipped())
        player->ApplyReforgeEnchantment(item, true);
}

